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#include "terraingrid.hpp"
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#include <memory>
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#include <osg/Group>
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#include <osg/ComputeBoundsVisitor>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include "chunkmanager.hpp"
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#include "compositemaprenderer.hpp"
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#include "storage.hpp"
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namespace Terrain
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{
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class MyView : public View
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{
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public:
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osg::ref_ptr<osg::Node> mLoaded;
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void reset() override {}
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};
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TerrainGrid::TerrainGrid(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, unsigned int nodeMask, unsigned int preCompileMask, unsigned int borderMask)
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: Terrain::World(parent, compileRoot, resourceSystem, storage, nodeMask, preCompileMask, borderMask)
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, mNumSplits(4)
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{
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}
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TerrainGrid::TerrainGrid(osg::Group* parent, Storage* storage, unsigned int nodeMask)
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: Terrain::World(parent, storage, nodeMask)
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, mNumSplits(4)
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{
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}
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TerrainGrid::~TerrainGrid()
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{
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while (!mGrid.empty())
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{
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TerrainGrid::unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
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}
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}
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void TerrainGrid::cacheCell(View* view, int x, int y)
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{
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osg::Vec2f center(x+0.5f, y+0.5f);
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static_cast<MyView*>(view)->mLoaded = buildTerrain(nullptr, 1.f, center);
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}
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osg::ref_ptr<osg::Node> TerrainGrid::buildTerrain (osg::Group* parent, float chunkSize, const osg::Vec2f& chunkCenter)
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{
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if (chunkSize * mNumSplits > 1.f)
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{
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// keep splitting
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osg::ref_ptr<osg::Group> group (new osg::Group);
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if (parent)
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parent->addChild(group);
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float newChunkSize = chunkSize/2.f;
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, newChunkSize/2.f));
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, -newChunkSize/2.f));
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, newChunkSize/2.f));
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(-newChunkSize/2.f, -newChunkSize/2.f));
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return group;
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}
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else
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{
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osg::ref_ptr<osg::Node> node = mChunkManager->getChunk(chunkSize, chunkCenter, 0, 0, false, osg::Vec3f(), true);
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if (!node)
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return nullptr;
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const float cellWorldSize = mStorage->getCellWorldSize();
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osg::ref_ptr<SceneUtil::PositionAttitudeTransform> pat = new SceneUtil::PositionAttitudeTransform;
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pat->setPosition(osg::Vec3f(chunkCenter.x()*cellWorldSize, chunkCenter.y()*cellWorldSize, 0.f));
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pat->addChild(node);
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if (parent)
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parent->addChild(pat);
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return pat;
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}
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}
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void TerrainGrid::loadCell(int x, int y)
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{
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if (mGrid.find(std::make_pair(x, y)) != mGrid.end())
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return; // already loaded
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osg::Vec2f center(x+0.5f, y+0.5f);
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osg::ref_ptr<osg::Node> terrainNode = buildTerrain(nullptr, 1.f, center);
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if (!terrainNode)
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return; // no terrain defined
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TerrainGrid::World::loadCell(x,y);
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mTerrainRoot->addChild(terrainNode);
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mGrid[std::make_pair(x,y)] = terrainNode;
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updateWaterCulling();
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}
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void TerrainGrid::unloadCell(int x, int y)
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{
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CellBorder::CellGrid::iterator it = mGrid.find(std::make_pair(x,y));
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if (it == mGrid.end())
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return;
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Terrain::World::unloadCell(x,y);
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osg::ref_ptr<osg::Node> terrainNode = it->second;
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mTerrainRoot->removeChild(terrainNode);
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mGrid.erase(it);
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updateWaterCulling();
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}
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void TerrainGrid::updateWaterCulling()
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{
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if (!mHeightCullCallback) return;
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osg::ComputeBoundsVisitor computeBoundsVisitor;
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mTerrainRoot->accept(computeBoundsVisitor);
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float lowZ = computeBoundsVisitor.getBoundingBox()._min.z();
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mHeightCullCallback->setLowZ(lowZ);
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}
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View *TerrainGrid::createView()
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{
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return new MyView;
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}
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}
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